$40.13 billion+ PC gaming market to 2030: The Internet of Things is revolutionizing the gaming industry

Dublin, November 26, 2021-(BUSINESS WIRE)– The Computer Games Market by Product, Price, End Use, and Sales Channel: Global Opportunity Analysis and Industry Forecast, 2021-2030 report has been added to ResearchAndMarkets.com Show.

The global gaming PC market was valued at US$40.13 billion in 2020 and is expected to reach US$145.93 billion by 2030, registering a compound annual growth rate of 15.3% from 2021 to 2030. Gaming PC is specially designed and manufactured with a focus on Advanced gaming needs in mind. It means high speed, huge memory, better graphics and fast processing power. Gaming computers contain a video card, which is a part of the computer that is used to enhance the nature of the images displayed on the screen. They also have their own dedicated RAM, a GPU, and a cooling framework where a typical computer generally uses a locally available graphics controller.

Important factors influencing the growth of the gaming PC market include a huge boom in the number of gamers around the world, the revolution of the Internet of Things in the gaming industry, and the emergence of high-graphics desktop and laptop computers. However, the shift of the mainstream players towards mobile phones and tablets is hampering the growth of the market.

On the contrary, the growth in the popularity of esports tournaments provides profitable opportunities for gaming PCs during the forecast period. However, the shift of casual gamers towards mobile phones and tablets is a major hindrance to the growth of the gaming PC market. Moreover, the growth in the popularity of esports tournaments creates profitable opportunities for market growth during the forecast period.

The gaming PC market is segmented into product, price, end use, sales channel, and region. On the basis of the product, it is segmented into desktop and laptop computer. On the basis of price, they are separated into low, medium and premium range. By end use, they are divided into causal games and professional games. Both casual and professional games are further analyzed on the basis of demographics, i.e. men and women.

By sales channel, the market is categorized into online and offline. On a region level, PC gaming market trends are analyzed across North America (US, Canada, and Mexico), Europe (UK, Germany, France, Italy, and Rest of Europe), Asia Pacific (China, Japan, India, South Korea, and Rest of Asia Pacific), and Llama (Latin America Middle East and Africa).

The major players operating in the computer games market include:

These major players have adopted various strategies, such as product portfolio expansion, mergers and acquisitions, agreements, geographic expansion, and collaboration, to increase their market penetration and strengthen their foothold in the industry.

Master slides

Secondary

at the price

  • low range

  • mid range

  • excellent

According to the end use

  • casual games

  • men

  • woman

  • professional games

  • men

  • woman

By sales channel

Main topics covered:

Chapter 1 Introduction

1.1 Description of the report

1.2 Main benefits for stakeholders

1.3 Main market segments

1.4 Scientific Research Methods

Chapter 2: Executive Summary

2.1. Main results

2.2. CXO . perspective

Chapter 3: Market Overview

3.1 Market definition and scope

3.2 Major forces shaping the computer games market

3.3 Market dynamics

3.3.1. drivers

3.3.1.1. A huge boom in the number of players around the world

3.3.1.2. The Internet of Things is revolutionizing the gaming industry

3.3.1.3. The advent of high-graphics desktop and laptop computers

3.3.2. limitations

3.3.2.1. Casual gamers are turning towards mobile phones and tablets

3.3.3. opportunity

3.3.3.1. The growing popularity of the esports tournament

3.4. Analysis of the impact of Covid-19 on the gaming PC market

3.4.1. Impact on market size

3.4.2. End-user trends, preferences and budget impact

3.4.3. Key player strategy

3.4.3.1. Limited investment in research and development

3.4.3.2. Focus on next generation products

3.4.3.3. Shifting to an express supply chain model

Chapter 4: Computer Games Market, By Product

4.1 Summary

4.2 Desktop

4.2.1. Key market trends, growth factors and opportunities

4.2.2. Market size and forecast, by region

4.2.3. Market analysis by country

4.3 Laptop

4.3.1. Key market trends, growth factors and opportunities

4.3.2. Market size and forecast, by region

4.3.3. Market analysis by country

4.4 Accessories

4.4.1. Key market trends, growth factors and opportunities

4.4.2. Market size and forecast, by region

4.4.3. Market analysis by country

Chapter 5: PC Game Market, By Price

5.1 Summary

5.2 Low range

5.2.1. Key market trends, growth factors and opportunities

5.2.2. Market size and forecast, by region

5.2.3. Market analysis by country

5.3 mid-range

5.3.1. Key market trends, growth factors and opportunities

5.3.2. Market size and forecast, by region

5.3.3. Market analysis by country

5.4. excellent

5.4.1. Key market trends, growth factors and opportunities

5.4.2. Market size and forecast, by region

5.4.3. Market analysis by country

Chapter 6: The Computer Game Market, By End Use

6.1 Summary

6.2 Unofficial games

6.2.1. Key market trends, growth factors and opportunities

6.2.2. men

6.2.3. woman

6.2.4. Market size and forecast, by region

6.2.5. Market analysis by country

6.3 Pro games

6.3.1. Key market trends, growth factors and opportunities

6.3.2. Market size and forecast, by region

6.3.3. Market analysis by country

Chapter Seven: PC Game Market, By Sales Channel

7.1 Summary

7.2 Online

7.2.1. Key market trends, growth factors and opportunities

7.2.2. Market size and forecast, by region

7.2.3. Market analysis by country

7.3. Offline online

7.3.1. Key market trends, growth factors and opportunities

7.3.2. Market size and forecast, by region

7.3.3. Market analysis by country

Chapter 8: PC Game Market, by Region

8.1 Summary

8.2 North America

8.3 Europe

8.4 Asia Pacific

8.5 Lamia

Chapter 9: The Competitive Scene

9.1 Introduction

9.2. Competitive dashboard

9.3 Competitive Chromatography

Chapter 10: Company Profiles

For more information on this report, visit https://www.researchandmarkets.com/r/696pke

View the source version on businesswire.com: https://www.businesswire.com/news/home/20211126005555/ar/

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